Large Plant, Neutral
Armor Class 10 Swaying Grass
Hit Points 25 (5d10)
Speed
STR
16 (+3)
DEX
5 (-3)
CON
3 (-4)
INT
1 (-5)
WIS
6 (-2)
CHA
13 (+1)
Damage Vulnerabilities Acid, Poison, Slashing
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Bludgeoning, Piercing
Senses Passive Perception 6
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Immobile This monster cannot move from where it is.

Actions

Entanglement Carnigrass can touch anyone standing on it, and freely grapples any such targets.

Needles of Grass Melee Weapon Attack: +10 to hit, reach 1 ft., all targets. Hit: 10 (1d20) [piercing] damage.

Bonus Actions

Become Ordinary Grass When prey is unaware of the Carnigrass, it is literally just normal grass, until it suddenly turns into Carnigrass, which is DC 7 Nature to recognize before it begins to attack and entangle. Those who succeed a challenging use of their perception skill will notice the bones of its last victim, hidden to scale with the difficulty of its prey.

Reactions

Keep Off Grass Carnigrass grapples everything that touches it, trying to take weapons and wrapping around ankles. Anyone prone on Carnigrass must free themselves from a grapple and provide an attack of opportunity for the Carnigrass to remove prone condition.

Description

Carnigrass takes the form of a field of tall wild grass, or possibly a lawn if charmed by a wizard or planted and trimmed by a herbalist. It is a plant monster, however, that will attack and eat anyone foolish enough to set foot on it. Most anyone is foolish enough, since it just looks like normal grass, but careful travellers will notice it beforehand and avoid it.

Carnigrass goes to seed after it has eaten several adventurers. Somewhere else, several more Carnigrass spring up, their dandelion-looking seeds eaten by birds and fish and spiders, but a few make it to populate more Carnigrass, spreading like a weed.

Habitat: ForestGrasslandHill

DarwinzPetz

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